Assets/Scripts/Battle/Abilities/ReviveFull.cs (view raw)
1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4
5[System.Serializable]
6public class ReviveFull : Ability
7{
8 public ReviveFull()
9 {
10 dbName = "ReviveFull";
11 guiName = "Miracle";
12 hasTarget = true;
13 ow_usable = true;
14 MP_cost = 200;
15 }
16
17 public override string Execute(Fighter source, Fighter target, out bool output)
18 {
19 if (target.stats.HP == 0)
20 {
21 target.dead = false;
22 target.stats.HP = target.stats.MaxHP;
23 UI.ShowDamage(target, (int)target.stats.MaxHP, false); //this should give a negative result
24 if (target.animator)
25 {
26 target.animator.SetTrigger("Alive");
27 }
28 output = true;
29 return target + " was brought back to life and fully healed!";
30 }
31 else
32 {
33 output = false;
34 return target + " isn't dead yet!";
35 }
36 }
37
38 public override string GetDescription()
39 {
40 return "Revives a party member and maxes out all their stats.";
41 }
42}